The point of this deck is to get as much as possible out of your +1/+1 counters.
Currently still under construction all kind of feedback is appreciated. It's not really for tournaments but I want the deck to hold its own in my group of friends.
Abzan (G/W/B) colours should give it access to imho the most important synergies/combos. Green seems to be the most important here while black is mostly just a splash.
For now it is for experimenting, I will post bad cards here that I'm going to remove.
Below, you will find a list of cards that I've found to be good enough to be in this deck on first glance. Naturally, not all of them will make it into the deck. If you have valuable experience with one ore more cards, please feel free to share. Cards that are not down there were cards that I found to be too weak in my initial selection.
Instants
Abzan Charm Very flexible, TWO counters without combos for THREE
Burst of Strength Combat trick, including untap, ONE counter for ONE
Dromoka's Command Similarily flexible like Abzan Charm (potentially pseudo-removal) ONE counter for TWO
Feat of Resistance Multiple uses (attacking, saving,...) ONE counter for TWO
Hunger of the Howlpack Most cost efficient spawn of counters, but sometimes tricky requirement. ONE/THREE counters for ONE (HOWEVER: only ONE target = less triggers for Scales)
Reap What Is Sown THREE counters for THREE (Benefits more from scales due to number of targets)
Savage Summoning ONE counter for ONE, adds flash, useful against blue (-> sideboard)
Solidarity of Heroes X counters (cast on a 4/4 graft = FOUR), for TWO (Efficient, allows multiple targets lategame
Test of Faith ONE-THREE counters for TWO. Neat combat trick, potentially better than Feat of Resistance, but more situational
Sorceries
Collective Effort Very Flexible (incl. removal), but (so perhaps not ideal for this deck
Increasing Savagery Unsure about this card, 4CMC is expensive, it's not usable as a combat trick. Still, with Scales + Corpsejack, that's 12 +1/+1 counters...
Map the Wastes To be estimated. Useful for fetching lands while bolstering.
Shoulder to Shoulder Meh effiency but card draw?
Sunbringer's Touch Remains to be evaluated. Trample for all is nice but potentially unneccessary. How many cards is realistic? If it is three or four, adding THREE/FOUR counters for Four mana doesn't seem worth it. Compare to Give?
Travel Preparations TWO for TWO. Also with decent flashback ability.
Vigor Mortis Bad on the "growers"/Hydras of the deck. Still potentially useful due to guaranteed counters.
Planeswalkers
Nissa, Voice of Zendikar Plant tokens for chump blocking. Counters for all, but -2.
Ajani, Caller of the Pride Not efficient. (also double white)
Ajani, Mentor of Heroes Most powerful and flexible counter ability, but also most expensive.
Ajani Steadfast Immediately useful +1.
Ajani Goldmane More made for Lifegain. Therefore not really fit for this deck.
--> Ajani, Mentor of Heroes seems to be the most useful with one ability for counters, one for card advantage and one for getting in the safe zone. (What do you think?)
Enchantments
Abzan Ascendancy Counters + much appreciated boardwipe resilience.
Bow of Nylea Very flexible but perhaps too expensive for what it does?
Citadel Siege Semi-flexible. Decent for long multiplayer matches, altough it doesn't come cheap.
Curse of Predation IMHO not a bad card.
Eternal Thirst Not sure about this one as there are cheaper lifelink enchantments.
Forced Adaptation Useful to have early on, not so strong for topdeck.
Gleam of Authority Not sure about it... it won't turn a game you're losing in your favour.
Hardened Scales Duh.
Ooze Flux Potentially useful for scavenging creatures that are doomed anyway. Still, 4CMC is expensive.
Ordeal of Heliod Massive lifegain for little effort. Neat card.
Ordeal of Nylea Useful early on (preferably on a card that has a bunch of counters already, cheap fetched lands) Lategame not as useful.
card:Quest for Gemblades Allows for mindgames with keeping the enchantment. Four counters for two is also decent.
Retribution of the Ancients Mixed feelings about this. Removing counters is bad, but guaranteed cheap removal is great.
Artifacts
Ring of Kalonia More expensive than forced adaptation, but more resilient in eschange + trample.
Ring of Thune Potentially useful in combination with creatures that have Outlast, so you can attack + use the ability.
1CMC Drops
Hardened Scales is obviously something we want to ideally get out on T1.
Bond Beetle
Scute Mob
Simic Initiate this one is imho better than Servant of the Scale, as it gives us a total of four counters on other creatures vs. just three. Also doesn't have to die to be useful.
Experiment One this doesn't feel as strong considering things like Managorger Hydra are a guaranteed four of.
Lagonna-Band Trailblazer I like the defense this provides early on, since we need a little time before our counter-engine starts running.
Mosquito Guard A 1/1 first strike is a decent body, once we've pumped it up. The reinforce ability gives it a little more usefulness in later parts of the game.
Warden of the First Tree Not sure. We fulfill his mana requirements, the counters he gets do cmoe rather late, however. It allows for more flexibility in case of really crappy top deck.
Young Wolf Decent resilient card. Slight dis-synergy as we want to place counters on creatures which prevents the undying effect from kicking in. Cytoplast Root-Kin (e.g.) could allow for abuse of the undying mechanic.